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Manifest Destiny
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Store:  Strategy Games
Genre:  Civilization Building
Format:  Board Games

Manifest Destiny

List Price: $35.00
Your Price: $27.95
(20% savings!)
(Worth 2,795 Funagain Points!)

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Ages Play Time Players
12+ 180-240 minutes 3-5

Designer(s): Bill Crenshaw

Manufacturer(s): GMT Games

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Product Description

Manifest Destiny (formerly known as Progress & Destiny: The American Age) is a card-driven multi-player strategy game for 3-5 players set in North America from colonial times to the present. Designed by Bill Crenshaw as the successor to Age of Renaissance, and developed by Ken Gutermuth, Manifest Destiny combines the strategic components of earlier, longer Civilization-based games with the elegance of streamlined European gaming. While reminiscent of its predecessors in some respects, it is significantly simpler and quicker to play. Designed to appeal to a wide range of gamers, Manifest Destiny combines several unique elements that require strategic balancing to succeed.

Product Information

  • Designer(s): Bill Crenshaw

  • Manufacturer(s): GMT Games

  • Artist(s): Mark Simonitch

  • Year: 2005

  • Players: 3 - 5

  • Time: 180 - 240 minutes

  • Ages: 12 and up

  • Est. time to learn: 30+ minutes

  • Weight: 1,010 grams

  • Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is a domestic item.


  • 1 22" x 32" map
  • play money
  • 1 64-card deck
  • 5 6-sided dice
  • 5 sets of round tokens (25 each)
  • square counters (seven each)
  • miscellaneous markers:
    • 5 victory Point counters
    • 5 Profit markers
    • 5 turn order markers
    • 5 priority turn order markers
    • 20 Cities
    • 5 Native Sovereignty markers
    • 3 Tourists
    • 2 Tech Centers
  • 75 Progression deeds
  • 20 Breakthrough deeds
  • 5 Progress Mats
  • 1 Breakthrough Chart

Product Reviews


Average Rating: 2 in 3 reviews

Excellent strategy game, easy to learn.
August 07, 2007

I was taught Manifest Destiny by designer Crenshaw 2 years ago. It took me 3 games to learn the mechanics. I have played at least 30 times now and love this game. It is quicker and easier to absorb than Age of Renaissance, a game I also enjoy. I taught it to my wife, who dislikes AOR, and she enjoyed it immensely.

Game design: the pieces are easy to use, the colors are easily discerned, the map is large and easily read. The only issue is the missing connection between West and East South America, and a pen fixes that in 5 seconds.

The pioneer breakthrough concept is a new one. Players need to elect whether to spend tokens on expansion or researching, purchasing cities or cards. Tokens are limited so these are important decisions.

Attacks balance because early players get fewer tokens, but get to pioneer track easier. Each successive player ends up paying more tokens to purchase pioneer or card, thereby reducing tokens available to expand. Game has several balancing features.

Cards are fun. They can pay or be played for event. Not every event is helpful or harmful. Some are both.

This game is well worth the money and ends much quicker than AOR with far less computation.

The game usually ends in 3 to 4 hours. It can be played 3, 4 or 5 player. All are fun.

Manifest Destiny's destiny is to remain on the shelf.
February 24, 2006

To be fair, the group I play with have not even finished our first game of Manifest Destiny, but from our first impressions, there is little chance that it will be given a second look.

The game board and components have a rushed, mismatched and ugly appearance. Clip art from various sources, (looking mostly like free internet downloads, including the fuzzy pixelation you get when images are enlarged) give this game a cheap and rushed look. Colors are bland, with no real artistic look to the game board itself.

The game play is a mish-mash of Risk-style combat and movement, Monopoly-style technology purchases and advancements, and a random mix of card play and economics, vaguely reminding me of Civilization.

Worst of all, the game is DULL, with nothing in game play to suggest the promise of the game's title. With no real way to defend your territories, there can be no real long term strategy. Card play, with few exceptions is marginally useful, but mostly irrelevant. Many of the cards do not help or hurt the individual player, but help or hurt everyone when played, thereby lessening their worth.

With relatively free movement and free will to purchase technolgy and advancements, this has the feel of a five player game of solitaire or competitive FreeCell. Manifest's destiny is to remain on the shelf, unplayed, and unmourned.

by tofu
manifest destiny not worth the paper it is printed on
December 11, 2008

this game is highly detailed and not for children. takes hours to learn and even longer to play -IF you can find 3 or more people who can understand the cracked out rules, which change according to the number of players. regrettable purchase.

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